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Peak Oil: Spillover

Expansion for Peak Oil

Peak Oil: Spillover Rulebook

Table of Contents

Table of Contents

  • Modules
  • Crude Rules
  • Tokens

Modules

Before you set up the game, draw one to five random module cards. The more modules you use, the more differently your game will play compared to the base game.

If you draw more than one card, make sure to only draw one per category. You can tell apart the five categories by their different backs. You may of course also just pick and combine the module cards as wanted.

All rules on the module cards you use are in effect for this game, and affect all players. Rules on module cards always supersede rules from the base game. All rules not mentioned on the module cards remain unchanged. Also note that some modules change how to set up the game.

Crude Rules

Note that you should not use module cards marked with a red toolbox symbol when playing with the Crude rules.

Tokens

Use some or all of the tokens included in any combination you prefer.

The Refinery Chip and the Risk Chips replace chips from the base game.

To use a route with the Agent symbol on it (a pawn), you need to take one of your Agents from any non-Region Action Spot and place it into your HQ. If you can not do so, you may not use this route.

When using a route with the star symbol, you may take a Security Chip from the general reserve.

When using a route with a +1 symbol, your target Refinery has an increased Demand. Take one additional Barrel from your Shipping Region to your hand.

The double-star Security Chip is simply added, with the double-star side face-down, to the general reserve. If you may take a Security Chip, draw one at random. Using the double-star counts as using two Security Chips immediately one after the other. Return it face down to the supply afterwards.